Township
This page is up to date (v1.1.1). |
Township is a skill which tasks the player with running a town inside the land of Melvor. Similar to Farming, it can be trained relatively passively. However, unlike
Farming,
Township has no
Mastery levels, and uses a unique tick system instead of constantly running. Ticks are a passively generated resource at a rate of 1 Tick per 5 minutes. Ticks can be spent at any time to progress your town, affecting all aspects of your town from population to resources, and with no limit on the amount of Ticks you can store, the town does not need constant attention to run.
It is important to note that you receive unspent ticks with a minimum of 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm.
Town
A Town contains buildings that are used to produce resources and income for the player. The buildings are built on purchased land that exists in a map's biomes.
Maps
The following maps are available to start a Town. A Town must be completely reset to change maps.
Map | ![]() Grasslands |
![]() Forest |
![]() Desert |
![]() Water |
![]() Swamp |
![]() Arid Plains |
![]() Mountains |
![]() Valley |
![]() Jungle |
![]() Snowlands |
---|---|---|---|---|---|---|---|---|---|---|
Map 1 | 231 | 296 | 256 | 280 | 174 | 88 | 129 | 149 | 204 | 241 |
Map 2 | 151 | 333 | 55 | 251 | 161 | 157 | 277 | 63 | 301 | 339 |
Map 3 | 212 | 161 | 112 | 260 | 237 | 172 | 206 | 190 | 249 | 249 |
Map 4 | 502 | 167 | 279 | 276 | 235 | 133 | 106 | 114 | 90 | 146 |
Map 5 | 258 | 47 | 305 | 296 | 77 | 245 | 126 | 219 | 217 | 258 |
Map 6 | 333 | 184 | 331 | 6 | 153 | 288 | 223 | 305 | 73 | 152 |
Map 7 | 346 | 153 | 317 | 204 | 51 | 243 | 51 | 391 | 102 | 190 |
Map 8 | 71 | 324 | 24 | 337 | 321 | 372 | 131 | 423 | 45 | 0 |
Map 9 | 98 | 47 | 30 | 73 | 73 | 157 | 335 | 366 | 387 | 482 |
Map 10 | 124 | 180 | 460 | 45 | 376 | 110 | 135 | 104 | 40 | 474 |
Map 11 | 221 | 534 | 124 | 0 | 0 | 108 | 227 | 479 | 315 | 40 |
Map 12 | 163 | 462 | 174 | 100 | 124 | 69 | 194 | 378 | 274 | 110 |
Land
Each building requires a piece of land to be built. A map starts with 32 free pieces of land which are randomly assigned to the various biomes. Each subsequent piece of land becomes progressively more expensive. When a Town is reset, land that has already been purchased may be reassigned to different biomes for free.
A total of 7,464,639,466 is required to purchase all 2,048 tiles of land. For more details, see Land.
Biomes
Each biome can build a restricted number of buildings. In addition, some buildings have production bonuses in certain biomes. Lastly, the Desert biome consumes 60 Clothing per building per tick, and the Snowlands biome consumes 30
Coal per building per tick. Biomes are covered in more detail in the buildings section.
Stats
Statistics are various properties in the Town that do not take up
Storage space.
Population
Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. The population cap is gained by building
Basic Shelter, and spending ticks will cause population to increase until it reaches the cap.
For every citizen in the Town, the player gains 0.3 experience per tick. This amount is further increased by Happiness, up to an additional 100% bonus, which is additively added to normal skill boosts.
To maximize experience, once a basic Town setup is completed, Happiness should always be at 100% to provide at least 0.6 experience per citizen per tick.
If less than 40% of the total population is living in the Town, then the population has a 100% chance to grow each tick. At 70% of total population, the growth chance is 70%, and at 100% total population, the growth chance is 40%. The number of citizens will increase by 1.5% every growth phase.
A citizen ages by 1 year every 8.7 ticks, meaning that it takes approximately 3.02 real-life days to age from 0 to 100 years old.
Workers
Available Workers indicates the number of citizens that are available to perform jobs in the Town. All citizens with an age between 8 and 70 are considered
Workers. The left number indicates the number of jobless
Workers, out of the total amount on the right.
Unemployed citizens generate -5 Happiness.
Storage
Storage allows Resources to be stockpiled in the Town. A Town starts with a base
Storage of 19,000, and is gained by building
Storehouse. In addition,
Basic Shelter contributes a small amount of storage space. No resources can be gained past the storage cap, and hitting the cap will cause buildings that consume resources to continue doing so.
Happiness
Happiness is a modifier to the amount of experience you earn.
Happiness provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of
Happiness is twice your
Population.
Each point of Education provides 1
Happiness, and is often the main source of a Town's
Happiness. In additiona, a small amount of
Happiness is gained or lost from each building in the Town. Notably,
Gardens and
Tavern buildings are intended to increase
Happiness. Lastly,
Happiness is decreased by 5 points for every overflowing corpse and unemployed citizen, and
Happiness is decreased by 40% and 50% additively from a
Potions shortage for elderly citizens and a
Clothing shortage from buildings in the Desert biome.
Education
Education is a modifier to the amount of Resources each building produces.
Education provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of
Education is three times your
Population.
Every point of Education also provides one point of
Happiness.
Education is produced from
School and
Library buildings.
Health
Health is a mechanic that calculates when elderly citizens will die. Each citizen aged 55 or above has a chance of dying every tick. Citizens die automatically at age 100, any other citizen that dies will be added to the
Dead Storage.
The base chance for a citizen to die each tick is expressed by:
[math]\displaystyle{ \textrm{DeathChance} = \frac{100 - \textrm{healthPercent}}{38100} \times (2 + \frac{\textrm{healthPercent}}{100}) }[/math]
In the above calculation, [math]\displaystyle{ \textrm{healthPercent} }[/math] is the % health as displayed in-game. If we consider [math]\displaystyle{ \textrm{sickness} }[/math] to be the decimal representation of "un-health" (i.e. [math]\displaystyle{ \frac{100 - \textrm{healthPercent}}{100}) }[/math], this simplifies to:
[math]\displaystyle{ \textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness}) }[/math]
[math]\displaystyle{ \textrm{DeathChance} }[/math] is increased by 0.05 if there is no food after resources for the tick are calculated. Citizens will also die if there are more of them than the housing allows for.
The table below gives some examples.
Chance of death per tick | |
---|---|
0% | 0.52% |
25% | 0.34% |
50% | 0.20% |
75% | 0.08% |
100% | 0% |
Health is first calculated using the following parameters weighted out of 235:
Happiness with a weight of 100
Education with a weight of 100
- Nonzero
Potions stockpile and positive growth rate contributes 15 weight
- Nonzero
Clothing stockpile and positive growth rate contributes 15 weight
- Nonzero
Herbs stockpile and positive growth rate contributes 5 weight
This is then modified by any "total health" modifiers and expressed as a percentage capped between 0 and 100%.
Dead Storage
Dead Storage represents the number of citizens that have died from poor
Health. This storage is created by building
Cemetery. 1% of the total
Dead Storage will be cleared every hour (12 ticks).
Corpses overflowing the maximum Dead Storage generate -5
Happiness.
Worship
Worship is a stat that provides multiple powerful bonuses based on the chosen Deity. It is gained by building
Chapel or
Statue of Worship and has a set cap of 2000. Note that although each Deity is associated with a different
Statue of Worship, all statues have identical benefits.
All bonuses are additive with one another.
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Requirements | None | None | None | None | Completion of |
0% 0/2000 |
-50% Township GP Production +25% Township Building Production in Mountains Biome +25% Township Leather Production |
-50% Township Building Production in Arid Plains Biome -50% Township Building Production in Mountains Biome +25% Township Building Production in Water Biome +25% Township Production for Fishing Dock buildings -50% Township Building Production in Desert Biome |
-75% Township Leather Production +25% Township Production for Farm buildings +25% Township Production for Woodcutting buildings -50% Township Production for Fishing Dock buildings |
+25% Township Building Production in Arid Plains Biome +50% Township Building Happiness Penalties -50% Township Herb Production +25% Township Production for Blacksmith buildings |
-75% Township Education -75% Township Happiness +25% Township Building Production in Grasslands Biome +25% Township Building Production in Jungle Biome |
5% 100/2000 |
+25% Township Happiness | +25% Township Education +25% Township Building Production in Valley Biome +25% Township Production for Magic Emporium buildings |
+25% Township Building Production in Forest Biome +25% Township Herb Production +25% Township Production for Orchard buildings |
+25% Township Building Production in Desert Biome -50% Township Coal Usage |
-25% Township Citizen Food Usage +25% Township Dead Storage |
25% 500/2000 |
+25% Township Leather Production | +25% Township Production for Fishing Dock buildings | +25% Township Production for Orchard buildings | +25% Township Production for Blacksmith buildings -25% Township Coal Usage |
+25% Township Building Production in Jungle Biome |
50% 1000/2000 |
+25% Township Building Production in Mountains Biome | +25% Township Building Production in Water Biome +25% Township Building Production in Valley Biome |
+25% Township Production for Woodcutting buildings +25% Township Building Production in Forest Biome |
+25% Township Building Production in Desert Biome +25% Township Building Production in Arid Plains Biome |
+25% Township Dead Storage |
85% 1700/2000 |
+25% Township GP Production | +25% Township Building Production in Arid Plains Biome +25% Township Building Production in Mountains Biome +25% Township Building Production in Desert Biome |
+25% Township Production for Fishing Dock buildings +25% Township Leather Production |
+25% Township Herb Production -25% Township Building Happiness Penalties |
+25% Township Education +25% Township Happiness |
100% 2000/2000 |
-15% Township Building Cost +25% Township Happiness |
+25% Township Education -15% Township Building Cost |
-15% Township Building Cost +25% Township Production for Farm buildings +25% Township Herb Production |
-15% Township Building Cost +25% GP gained from Township Citizen Tax |
-50% Township Citizen Food Usage -15% Township Building Cost |
Total | +50% Township Building Production in Mountains Biome -15% Township Building Cost +50% Township Leather Production +50% Township Happiness -25% Township GP Production |
+50% Township Building Production in Water Biome +50% Township Production for Fishing Dock buildings +25% Township Production for Magic Emporium buildings -25% Township Building Production in Desert Biome -25% Township Building Production in Mountains Biome +50% Township Education -15% Township Building Cost -25% Township Building Production in Arid Plains Biome +50% Township Building Production in Valley Biome |
-15% Township Building Cost +50% Township Production for Orchard buildings -50% Township Leather Production +50% Township Building Production in Forest Biome +50% Township Production for Woodcutting buildings +50% Township Production for Farm buildings +50% Township Herb Production -25% Township Production for Fishing Dock buildings |
+25% GP gained from Township Citizen Tax +50% Township Building Production in Arid Plains Biome -25% Township Herb Production +50% Township Production for Blacksmith buildings -15% Township Building Cost +25% Township Building Happiness Penalties -75% Township Coal Usage +50% Township Building Production in Desert Biome |
-50% Township Education +50% Township Building Production in Jungle Biome -15% Township Building Cost +50% Township Dead Storage -50% Township Happiness +25% Township Building Production in Grasslands Biome -75% Township Citizen Food Usage |
Resources
There are a total of 13 resources. The production of all resources can be increased by up to 100% through Education, stacking additively with any regular modifiers.
GP is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in
Storage. This is the only resource that is exceptionally not affected by
Education or other production bonuses. A citizen produces
0.3 per tick per percentage point of tax, or
0.6 per tick per percentage point if over 70 years old. GP production is not affected by any global GP modifiers such as
Aorpheat's Signet Ring.
The other 12 resources may be used within the town, or traded via the Trading Post to obtain items for the player (see
Trading Post). The production of a building is calculated as follows:
[math]\displaystyle{ \textrm{Production} = \textrm{BaseProduction}\times(1 + \textrm{BuildingBiomeBonus} + \textrm{WorshipBiomeBonus} + \textrm{WorshipBuildingBonus})\times(1 + \textrm{Education}+\textrm{GenericProductionBonus}) }[/math]
Food is used to feed citizens. Each citizen will consume 30
Food per tick.
Wood is a basic resource used to build the lowest-level buildings.
Planks are produced from
Wood and are used to build low- to high-level buildings.
Stone is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.
Bar is produced from
Ore and
Coal. It is used to build mid- to high-level buildings.
Ore has no use, except to be converted into
Bar.
Coal is consumed by buildings built in the Snowlands biome. In addition, it can be converted into
Bar.
Rune Essence is used to build high-level buildings.
Herbs provide a very small
Health bonus, but are mainly used to be converted into
Potions.
Potions are consumed by citizens over the age of 55, and provides a small
Health bonus. If there are not enough
Potions, a 40%
Happiness penalty is applied.
Leather has no use, except to be converted into
Clothing.
Clothing is consumed by buildings built in the Desert biome, and provide a small
Health bonus.
Buildings
Upgrades
Housing | |||||||
---|---|---|---|---|---|---|---|
Storage | |||||||
Education | |||||||
Potions | |||||||
Food | |||||||
Minerals | |||||||
Wood | |||||||
Metal | |||||||
Fishing | |||||||
Carpentry | |||||||
Leather | |||||||
Herbs | |||||||
Clothes | |||||||
Runes |
Biomes
Each building inside the Desert biome consumes 60 Clothing/tick. If there is not enough
Clothing, then total
Happiness reduced by a flat 50%.
Each building in the Snowlands biome consumes 30 Coal/tick. Without
Coal, all buildings in this biome have the following benefits reduced by 75%:
Worship,
Happiness,
Education and all production.
Building | ![]() Grasslands |
![]() Forest |
![]() Desert |
![]() Water |
![]() Swamp |
![]() Arid Plains |
![]() Mountains |
![]() Valley |
![]() Jungle |
![]() Snowlands |
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+0% | +0% | +0% | +0% | +0% | +0% | |||||
+0% | +0% | +0% | +0% | +0% | +0% | |||||
+0% | +20% | +15% | +5% | -5% | ||||||
+0% | -10% | -15% | ||||||||
+0% | +0% | +0% | +0% | +0% | ||||||
+40% | +0% | +20% | ||||||||
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+0% | +5% | -5% | +10% | |||||||
+0% | +0% | +0% | +0% | +0% | +0% | |||||
+10% | +0% | -5% | ||||||||
+0% | +0% | +0% | +0% | +0% | ||||||
+0% | +0% | +0% | +0% | +0% | +0% | |||||
+0% | +10% | |||||||||
+0% | +0% | +0% | +0% | +0% | ||||||
+0% | +0% | +0% | +0% | +0% | +0% | |||||
+0% | +0% | +0% | +0% | +0% | +0% | |||||
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+0% | +0% | +0% | +0% | +0% | +0% | |||||
+0% | +0% | +0% | +0% | +0% | +0% | |||||
+0% | +0% | +0% | +0% | +0% | +0% | |||||
+0% | +0% | +0% | +0% | +0% | ||||||
+0% | +0% | +0% | +0% | +0% | +0% | |||||
+0% | +0% | +0% | +0% | +0% | +0% | |||||
+0% | +0% | +0% | ||||||||
+0% | +0% | +0% | +0% | +0% | +0% | |||||
+0% | +0% | +0% | +0% | +0% | +0% |
Tasks
Tasks are a static set of requests from your Township for item donations, bounties on monsters, building township buildings or, rarely, earning skill XP. In return, you will receive Township Skill XP, Township Resources,
GP,
Slayer Coins, or items. In addition, many Township-related Shop purchases are locked behind completing a certain number of tasks.
For a list of Tasks, their requirements, and their rewards, see Task list
Shop Items
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful Shop purchases.
The Township requirements only apply when purchasing each respective item. Afterwards the player may demolish any buildings that were required to make the purchase and the pet or item will continue to function as normal.
Purchase | Type | Description | Cost | Requirements | |
---|---|---|---|---|---|
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Woodcutters Hat | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
Complete 34 Township Tasks | |
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Woodcutters Body | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
Complete 54 Township Tasks | |
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Woodcutters Leggings | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
Complete 74 Township Tasks | |
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Woodcutters Boots | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
Complete 94 Township Tasks | |
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Burning Mans Hat | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
Complete 34 Township Tasks | |
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Burning Mans Body | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
Complete 54 Township Tasks | |
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Burning Mans Leggings | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
Complete 74 Township Tasks | |
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Burning Mans Boots | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
Complete 94 Township Tasks | |
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Fishermans Hat | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
Complete 34 Township Tasks | |
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Fishermans Body | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
Complete 54 Township Tasks | |
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Fishermans Leggings | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
Complete 74 Township Tasks | |
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Fishermans Boots | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
Complete 94 Township Tasks | |
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Miners Hat | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
Complete 34 Township Tasks | |
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Miners Body | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
Complete 54 Township Tasks | |
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Miners Leggings | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
Complete 74 Township Tasks | |
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Miners Boots | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
Complete 94 Township Tasks | |
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Blacksmiths Hat | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
Complete 34 Township Tasks | |
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Blacksmiths Body | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
Complete 54 Township Tasks | |
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Blacksmiths Leggings | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
Complete 74 Township Tasks | |
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Blacksmiths Boots | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
Complete 94 Township Tasks | |
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Fletchers Hat | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
Complete 34 Township Tasks | |
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Fletchers Body | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
Complete 54 Township Tasks | |
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Fletchers Leggings | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
Complete 74 Township Tasks | |
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Fletchers Boots | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
Complete 94 Township Tasks | |
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Crafters Hat | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
Complete 34 Township Tasks | |
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Crafters Body | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
Complete 54 Township Tasks | |
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Crafters Leggings | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
Complete 74 Township Tasks | |
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Crafters Boots | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
Complete 94 Township Tasks | |
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Runecrafters Hat | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
Complete 34 Township Tasks | |
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Runecrafters Body | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
Complete 54 Township Tasks | |
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Runecrafters Leggings | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
Complete 74 Township Tasks | |
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Runecrafters Boots | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
Complete 94 Township Tasks | |
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Potion Makers Hat | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
Complete 34 Township Tasks | |
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Potion Makers Body | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
Complete 54 Township Tasks | |
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Potion Makers Leggings | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
Complete 74 Township Tasks | |
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Potion Makers Boots | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
Complete 94 Township Tasks | |
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Performance Enhancing Hat | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
Complete 34 Township Tasks | |
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Performance Enhancing Body | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
Complete 54 Township Tasks | |
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Performance Enhancing Leggings | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
Complete 74 Township Tasks | |
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Performance Enhancing Boots | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
Complete 94 Township Tasks | |
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Star Gazing Hat | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
Complete 34 Township Tasks | |
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Star Gazing Body | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
Complete 54 Township Tasks | |
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Star Gazing Leggings | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
Complete 74 Township Tasks | |
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Star Gazing Boots | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
Complete 94 Township Tasks | |
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Skilling Outfit Upgrade | Item | Complete 109 Township Tasks | ||
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Marcy | Pet | +2% Township Skill XP | Have 1 Malcs Cats actively built in Township | |
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Roger | Pet | +2% Township Resource Generation | Have 2 Malcs Cats actively built in Township | |
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Ace | Pet | +1% Chance to Double Items Globally | Have 4 Malcs Cats actively built in Township | |
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Layla | Pet | +2% Township Happiness | Have 6 Malcs Cats actively built in Township | |
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Mister Fuzzbutt | Pet | +5% GP from all sources (Except Item Selling) | Have 8 Malcs Cats actively built in Township | |
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Octavius Lepidus VIII | Pet | +2% Township Education | Have 10 Malcs Cats actively built in Township | |
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Pet | +10 Mining Node HP | Have 1 Cool Rocks actively built in Township | ||
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Pet | +2% Chance to Double Items in Mining +2% Chance to Double Items in Smithing |
Have 2 Cool Rocks actively built in Township | ||
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Pet | +3% Chance to gain +1 additional resource in Mining. Cannot be doubled | Have 4 Cool Rocks actively built in Township | ||
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Pet | +5% Global Evasion | Have 6 Cool Rocks actively built in Township | ||
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Pet | +3% Chance to Double Items in Magic | Have 8 Cool Rocks actively built in Township | ||
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Pet | +4% Global Mastery XP | Have 10 Cool Rocks actively built in Township | ||
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Warm Beanie | Item | -2% Firemaking Interval +2% Chance to Double Items in Firemaking +3% Firemaking Mastery XP |
Have 1 Prats Hats actively built in Township | |
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Pirate Captain Hat | Item | +2% Township Skill XP | Have 2 Prats Hats actively built in Township | |
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Prats Hat | Item | Passive: When equipped with Cape of Prat: +25% Ranged Strength Bonus from Equipment and +25% Ranged Accuracy Rating. | Have 4 Prats Hats actively built in Township | |
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Top Hat | Item | +200 GP Gained on successful Enemy Hit | Have 6 Prats Hats actively built in Township | |
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Hunters Hat | Item | -0.2s Monster Respawn Timer | Have 8 Prats Hats actively built in Township | |
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Clown Hat | Item | -5% Global Skill XP -10% Chance to Preserve Resources in Skills +10% Global Mastery XP |
Have 10 Prats Hats actively built in Township |
Skillcape
The skillcape can be purchased from the store for 1,000,000 after the player reaches
Level 99.
Skillcape | Name | Requirements | Effect |
---|---|---|---|
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Township Skillcape | -15% Township Building Cost | |
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-20% Township Building Cost |
Pet
B is acquired randomly when using ticks (similar to other skill-based Pets). The other Township-related pets are purchased in the
Shop after meeting their conditions. Once a pet is purchased from the shop it will stay unlocked, even if the player demolishes the buildings that were needed to buy it.
Pet | Name | Effect |
---|---|---|
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B | +10% Township Max Storage |
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Marcy | +2% Township Skill XP |
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Roger | +2% Township Resource Generation |
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Ace | +1% Chance to Double Items Globally |
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Layla | +2% Township Happiness |
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Mister Fuzzbutt | +5% GP from all sources (Except Item Selling) |
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Octavius Lepidus VIII | +2% Township Education |
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+10 Mining Node HP | |
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+2% Chance to Double Items in Mining +2% Chance to Double Items in Smithing | |
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+3% Chance to gain +1 additional resource in Mining. Cannot be doubled | |
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+5% Global Evasion | |
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+3% Chance to Double Items in Magic | |
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+4% Global Mastery XP |
Skill Boosts
This table lists most sources of Township-specific modifier boosts. For a list of boosts that apply to all skills, see the Skill Boosts page. This list does not contain boosts provided from Mastery rewards.
Source | Type | Township Boosts | Other Modifiers |
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-5% Township Building Cost +8% Township Skill XP +5% Township Education +5% Township Happiness +8% Township Max Storage +8% Township Resource Generation |
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Item (Boots) | +2% Non-Combat Skill XP | |
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Item (Cape) | -15% Township Building Cost | Bypass Slayer Area item requirements -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per burn in Firemaking +2% Global Perfect Cook chance. +100% chance to successfully Cook an item. +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +5% Global Skill XP +10 Flat HP Regen +25% Mastery Pool XP Cap Rune providing items provide 2x as many runes +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
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-20% Township Building Cost | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fishing. Cannot be doubled +100% Chance to gain +1 additional resource in Fletching. Cannot be doubled +15% Chance to gain +1 additional resource in Crafting. Cannot be doubled +100% Chance to gain +1 additional resource in Herblore. Cannot be doubled +20% chance for double harvest +100% chance to receive Ash per burn in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance. +100% chance to successfully Cook an item. +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat HP Regen +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's recieved from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Rune providing items provide 4x as many runes +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Max Hit +270 Stealth while Thieving | |
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-20% Township Building Cost | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fishing. Cannot be doubled +100% Chance to gain +1 additional resource in Fletching. Cannot be doubled +15% Chance to gain +1 additional resource in Crafting. Cannot be doubled +100% Chance to gain +1 additional resource in Herblore. Cannot be doubled +20% chance for double harvest +100% chance to receive Ash per burn in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance. +100% chance to successfully Cook an item. +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat HP Regen +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's recieved from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Rune providing items provide 4x as many runes +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Max Hit +270 Stealth while Thieving | |
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-20% Township Building Cost | ||
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Item (Cape) | -15% Township Building Cost | |
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Item (Helmet) | +2% Township Skill XP | |
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Item (Helmet) | +2% Non-Combat Skill XP | |
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Item (Platebody) | +2% Non-Combat Skill XP | |
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Item (Platelegs) | +2% Non-Combat Skill XP | |
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Item (Ring) | +8% Non-Combat Skill XP | |
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Pet | +10% Township Max Storage | |
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Pet | +2% Township Happiness | |
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Pet | +2% Township Skill XP | |
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Pet | +2% Township Education | |
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Pet | +2% Township Resource Generation |
Melvor Idle version v1.1.1 (Released: 18th October 2022) | |||||||||||||||||
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Other:
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables |